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alchemy [2016/03/19 17:30]
dan
alchemy [2017/09/25 12:11] (current)
toml Reverted potion costs
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 Many years of research have resulted in most commonly known potions being divided by learned alchemists into four groups. The main thing informing these groupings are the effects of being addicted to them, at least at the initial stages of addiction, but some alchemists claim that there are other similarities,​ in fields ranging from things as tangible as taste to the nebulous as the "​feeling"​ of brewing them. The commonly accepted groups are as follows: Many years of research have resulted in most commonly known potions being divided by learned alchemists into four groups. The main thing informing these groupings are the effects of being addicted to them, at least at the initial stages of addiction, but some alchemists claim that there are other similarities,​ in fields ranging from things as tangible as taste to the nebulous as the "​feeling"​ of brewing them. The commonly accepted groups are as follows:
 +  * Inflammation
 +  * Passion
 +  * Suspension
 +  * Dissolution
  
-=== Inflammation ​===+===== Potion Costs =====
  
-  * Burst of Might +^Item^Price^ 
-  * Leeching Touch +|D Class Potion|3 Riel| 
-  * Resist Fatigue +|C Class Potion|9 Riel| 
-  ​* ​Potion ​of Might +|B Class Potion|18 Riel| 
-  * Time Skip +|A Class Potion|27 Riel|
-  * Swamp Breath +
-  * Tendon Withering +
-  * Grenade +
-  * Eye of the Storm +
-  * Steel Rot +
- +
-=== Passion === +
- +
-  * Rage +
-  * Nightsight +
-  * Paranoia'​s Embrace +
-  * The Veil +
-  * Dumb Drunk +
-  * Soul Strength +
-  * Limb Drop +
-  * Hideous Mauling +
- +
-=== Suspension === +
- +
-  * Stoneskin +
-  * Plug the flow of Life +
-  * Restoration Of Flesh +
-  * Deathcap +
-  * Restructuring of Flesh +
-  * Iron Shoes +
-  * Life Flow +
-  * Smelling Salts of Ultimate Power +
-  * Sticky Sap +
-  * Armour Oil +
- +
-=== Dissolution === +
- +
-  * Sleep of Death +
-  * Death Ward +
-  * Withering +
-  * Revenant +
-  * Monstrous Aura +
-  * Mesmeretic Visage +
-  * Smoke Bomb+
  
 ===== Artefact Potions ===== ===== Artefact Potions =====
 It is possible to craft unique potions from unique ingredients. The rules for this follow the standard [[:​artifacts|rules for crafting an artefact]]. The potion will be a unique potion which will be used up when consumed (or potentially a small number of potions). Because these potions are unique, skills which rely on an in depth knowledge of their creation or application do not work (e.g., Advanced Application). As a general rule, an artefact potion will have an extremely powerful effect, but will also likely come with side-effects due to its unrefined nature. It is possible to craft unique potions from unique ingredients. The rules for this follow the standard [[:​artifacts|rules for crafting an artefact]]. The potion will be a unique potion which will be used up when consumed (or potentially a small number of potions). Because these potions are unique, skills which rely on an in depth knowledge of their creation or application do not work (e.g., Advanced Application). As a general rule, an artefact potion will have an extremely powerful effect, but will also likely come with side-effects due to its unrefined nature.
- 
-===== The Potions ===== 
-==== Class D ==== 
-=== Rage === 
-  * Potion: Gain +1 damage on your next two blows. (This does not stack with other sources of +1 damage except strengthen). ​ 
-  * Paste: N/A 
-  * Advanced Application:​ Gain +1 on your next 4 blows 
- 
-=== Burst of Might === 
-  * Potion: Call a ZERO STRIKEDOWN on your next blow. 
-  * Paste: N/A 
-  * Advanced Application:​ Call a ZERO STRIKEDOWN on your next two blows. 
- 
-=== Stoneskin === 
-  * Potion: Gain 2 points of temporary natural armour. 
-  * Paste: N/A 
-  * Advanced Application:​ Gain 4 points of natural armour. 
- 
-=== Plug the flow of life === 
-This potion can be bought (or prepared) in two different versions. Either as a set of three diluted potions (version #1) or a single more potent potion (version #2). 
- 
-Version #1 (set of 3 potions) 
-  * Potion: HEAL ZERO 
-  * Paste: HEAL ZERO by blow 
-  * Advanced Application:​ HEAL ONE 
- 
-Version #2 (single potion) 
-  * Potion: HEAL ONE 
-  * Paste: HEAL ONE by blow 
-  * Advanced Application:​ HEAL TWO 
-This halts a dying character’s death count. Can be applied as an alchemical paste. This is bought either as a set of 3 HEAL ZERO potions or a single HEAL ONE potion. Only an alchemist who knows how to prepare the potion can dilute a HEAL ONE potion into a set of 3 HEAL ZERO potions. 
- 
-=== Sleep of death === 
-  * Potion: The drinker falls into a deep sleep indistinguishable from death. They will awaken in 4 hours and not prior. 
-  * Paste: The target grow slowly more fatigued over the course of several hours, eventually falling into an incredibly deep sleep from which almost nothing will rouse them. 
-  * Advanced Application:​ Control of the period of sleep from between 10 minutes to 12 hours with the option of adding a trigger which will wake the target. 
- 
- 
-=== Nightsight === 
-After about 30 seconds, the drinker’s sight grows sharper, with a coloured border seeming to surround the edges of things. For the next five minutes, the drinker can see well enough to operate if their vision is obscured by darkness, snowstorms, smoke or a myriad of other obstructions. This prevents the BLIND call from affecting them. 
-  * Potion: Gain IMMUNITY to BLIND 
-  * Paste: N/A 
-  * Advanced Application:​ Following the encounter the potion was used, resist the next BLIND call you take. 
- 
- 
-=== Sticky Sap === 
-A sticky paste which when applied to a weapon makes it easier to knock a weapon from your opponents hands. If drunk, tremendously uncomfortable for several days, but not actually dangerous unless drunk in quantities sufficient to block internal organs. 
-  * Potion: N/A 
-  * Paste: Gain 1 use of DISARM 
-  * Advanced Application:​ Gain 2 uses of DISARM 
- 
- 
-=== Paranoia’s Embrace === 
-A poison which causes the victim to be beset by shadows which move from the corners of their eyes. 
-  * Potion: Drinker is affected by the poison as described above. 
-  * Paste: Gain 1 use of POISON 
-  * Advanced Application:​ Alchemist may specify the nature of shadows, and describe a loose theme for the nature of the paranoia. 
- 
-=== Leeching Touch === 
-  * Potion: The next time you successfully strike a foe, you will regain body hits equal to the damage you dealt. 
-  * Paste: N/A 
-  * Advanced Application:​ The effect applies to your next 2 strikes. 
- 
-==== Class C ==== 
-=== Resist Fatigue === 
-  * Potion: 30 seconds of STRENGTHEN 
-  * Paste: N/A 
-  * Advanced Application:​ 60 seconds of STRENGTHEN 
- 
-=== Armour Oil === 
-  * Potion: N/A 
-  * Paste: RENEW 12 on a suit of armour it has been applied to. 
-  * Advanced Application:​ Provides a RENEW 24 which may exceed the usual maximum hits or takes the suit of armour up to twice its maximum hits, whichever is lower. Any hits exceeding the usual maximum will be lost at the end of the encounter and cannot be restored through the usual methods. 
- 
- 
-=== Potion of Might === 
-  * Potion: Gain one use of DOUBLE STRIKEDOWN during the encounter. 
-  * Paste: Gain TRIPLE STRIKEDOWN on your next blow. 
-  * Advanced Application:​ Gain two uses of the call. 
- 
-=== Restoration of the Flesh === 
-  * Potion: HEAL 4 
-  * Paste: HEAL 4 
-  * Advanced Application:​ HEAL 8 
- 
-=== Death Ward === 
-  * Potion: For the rest of the encounter you will not bleed out when reduced to zero hits. 
-  * Paste: N/A 
-  * Advanced Application:​ At the time of application the alchemist can choose one of the following two effects, the potion can either last for 2 encounters or on the first occasion the target is reduced to zero hits they will be affected by a HEAL 1 in addition to the usual effects. 
- 
-=== The Veil === 
-  * Potion: Drinker has powerful visions, that often feature portentous imagery. 
-  * Paste: Gain 1 use of POISON. The victim will have vivid dreams when they next sleep which will likely feature portentous imagery. 
-  * Advanced Application:​ The alchemist may apply some broad theme to the visions. 
- 
- 
-=== Smoke bomb === 
-  * Bomb: When thrown at the ground, allows you to call MASS BLIND 5. This affects you as well as everyone else. 
-  * Paste: You may call BLIND 5 on your next blow. 
-  * Advanced Application:​ Call increases to MASS BLIND 10/BLIND 10 respectively. 
- 
-=== Grenado === 
-A small thrown bomb that explodes, damaging those nearby and blasting them from their feet. 
-  * Bomb: Use a throwing weapon to represent this, and call BLAST SINGLE if you hit (or you may take a blast single yourself and call the effects as normal if you detonate it at your feet). 
-  * Paste: You may call BLAST SINGLE with your next hit. 
-  * Advanced Application:​ You may instead call BLAST DOUBLE. 
-Note, if you miss when throwing the Grenado phys rep, then the Grenado is not used up. 
-=== Deathcap === 
-  * Potion: The drinker will become seriously ill for a short period after drinking this concoction (lose all dodges and become weakened), but will usually recover very quickly. 
-  * Paste: You may call FEAR on your next strike. 
-  * Advanced Application:​ When applying the potion the alchemist may vary the symptoms (just dodges or just weakened) and the duration (between 1 encounter and 7 days). When using a paste they get 2 uses of FEAR. 
- 
-=== Withering === 
-  * Potion: The drinker will become slowly weaker, with a moderate chance of death. A strong and healthy individual will probably recover eventually, although their chances are improved by the ministrations of an Alchemist or Surgeon. 
-  * Paste: Gain 1 use of POISON (victim develops the same effects as if having drunk the potion shortly after) 
-  * Advanced Application:​ The alchemist can specify a progression for the potion, running its course anywhere between 3 hours and 5 days. The poison can either be made less deadly (definite survival for all but the most sickly of victims) or more deadly (although a strong and healthy individual will //​probably//​ still survive). 
- 
-=== Dumb Drunk === 
-  * Potion: The drinker becomes more gullible and credulous, they are much more likely to believe what they are told. The effects only last for an hour or two. 
-  * Paste: Gain 1 use of POISON (victim develops the same effects as if having drunk the potion shortly after) 
-  * Advanced Application:​ The alchemist can choose to limit the credulousness of the target to a limited set of themes which must be specified in advance. 
- 
-=== Steel Rot === 
-  * Potion: When applied to a small item (an item which could be held in the palm of a hand) the item will dissolve completely. 
-  * Paste: Gain 1 use of SHATTER on your next strike. 
-  * Advanced Application:​ As a potion, the size of the objects dissolvable increases to one which you can comfortably contain in two hands. As a paste you gain the use of SHATTER on your next 2 strikes. 
- 
-==== Class B ==== 
-=== Soul Strength === 
-  * Potion: Strengthened for 1 encounter ​ 
-  * Paste: Gain the call STRENGTHEN on your next strike. 
-  * Advanced Application:​ When delivered by potion the target is both STRENGTHENED and gains +1 damage for the next 30 seconds (this +1 does not stack with any other sources of +1 other than strengthened). When used as a paste you gain STRENGTHEN on your next 2 strikes. 
- 
-=== Restructuring of the Flesh === 
-  * Potion: HEAL FULL 
-  * Paste: Gain HEAL FULL on your next strike. ​ 
-  * Advanced Application:​ When delivered by potion the target is increased to twice their maximum body hits. These additional hits will be lost at the end of the encounter and the target will only benefit from healing once their body hits have dropped below their usual maximum. When delivered by paste you gain HEAL FULL on your next two strikes. 
- 
-=== Revenant === 
-  * Potion: 5 seconds after beginning your death count you will be restored to full health. This happens the first time you are dropped to 0 HP in the encounter you drank the potion, regardless of if you received healing in the interim 5 seconds. 
-  * Paste: N/A 
-  * Advanced Application:​ You will be restored to full health the first 2 times you begin your death count in an encounter. 
- 
-=== Monstrous Aura === 
-  * Potion: Drinker gains 1 use of MASS FEAR during the encounter. 
-  * Paste: Gain FEAR on your next strike. 
-  * Advanced Application:​ You gain 2 uses of MASS FEAR or FEAR on your next to strikes respectively. 
- 
-=== Time Skip === 
-  * Potion: For 5 seconds after drinking the potion you may call dodge to any dodgable effect as per the skirmisher [[:​skirmisher#​class_feature_-_agility|agility]] class feature. 
-  * Paste: The target dodges all of your blows for 5 seconds, you MUST call ZERO (with no effect calls) for any strike you make against the target in the next 5 seconds. 
-  * Advanced Application:​ The duration of the potion increases to 10 seconds. 
- 
-=== Hideous Mauling === 
-  * Potion: You may call QUAD REND on a single attack during the encounter. 
-  * Paste: N/A 
-  * Advanced Application:​ You gain two uses of QUAD REND during the encounter. 
- 
- 
-=== Iron Shoes === 
-  * Potion: You may call IMMUNE to strikedown for an encounter. 
-  * Paste: N/A 
-  * Advanced Application:​ In addition to being IMMUNE to strikedown the target gains two resists which can be used against disarms, shatters, and rends. 
- 
-=== Swamp Breath === 
-  * Potion: The drinker loses sensation in their limbs, losing motor control shortly after. If not treated the drinker will start to have difficulty breathing, and will die shortly after. Diagnosis in the final stages is easy due to the signature swamp smell on the patient’s breath, but at this stage the condition is all but impossible to treat. 
-  * Paste: Gain POISON on your next strike. Target will develop the symptoms above shortly after. 
-  * Advanced Application:​ The alchemist may choose to exaggerate or mask the symptoms. When doing so the poison becomes equivalently more or less deadly. Many poisoners choose to mask the symptoms because even with the lessened efficacy the delay in correct treatment is often enough to get the job done. Equally, when away from competent physicians the easier to identify symptoms may be less of an issue and the enhanced potency desirable. 
- 
-=== Mesmeretic Visage === 
-When drunk this potion causes a temporary change in the drinkers appearance. Their eyes turn completely black, their skin pales, and they develop a presence that is difficult to ignore. The downside is that this seriously impairs their vision for almost 24 hours after taking it (Blind effects are doubled and GMs might induce further penalties for travelling at night or in dark places). When prepared as an alchemical paste the effects on vision are far more acute, briefly blinding the victim. 
-  * Potion: Gain 1 use of "Just hear me out" during the encounter as per the [[:​skirmisher#​fast_talk|Fast Talk]] skill but take double effect from blind for 24hrs. 
-  * Paste: Gain BLIND 15 on your next strike. 
-  * Advanced Application:​ Either gain 2 uses of Just hear me out (potion) or gain BLIND 15 on your next 2 strikes (paste). 
- 
- 
-==== Class A ==== 
-=== Life Flow === 
-  * Potion: For 1 encounter, regain 1 HP for every full 5 seconds you are not hit in combat. The effect ends when you are reduced to 0 hits 
-  * Paste: You may call HEAL SINGLE by blow for 30 seconds. You may not make other calls with a coated weapon during that time. 
-  * Advanced Application:​ The target regains 2hp every 5 seconds. ​ 
- 
- 
-=== Smelling Salts of ultimate power === 
-  * Bomb: This may be used one of two ways: you may smash the potion at your feet and call a MASS HEAL 4 (which also affects you), or you may throw the potion calling HEAL 4 at up to five targets within 5 meters of where the potion lands. This effect does NOT count towards the targets'​ potion addictions thresholds. 
-  * Paste: N/A 
-  * Advanced Application:​ The healing effect increases to HEAL 8. 
- 
-=== Eye of the Storm === 
-An alchemical bomb that sends out a wave of lacerating energy, with the person who detonated it safe in the centre. 
-  * Bomb: You may call MASS REND (unarcable) by throwing the potion on the ground. If drunk the drinker immediately drops to zero hits, but still calls the MASS REND. 
-  * Paste: Gain QUAD REND on your next strike. 
-  * Advanced Application:​ The effects of the bomb are increased to a MASS DOUBLE REND. The effects of the paste increase to allow you QUAD REND on your next 2 strikes. 
- 
-=== Limb Drop === 
-  * Potion: Ever larger parts of the drinker fall off. 
-  * Paste: You gain POISON on your next strike, with the target developing the symptoms above shortly after. 
-  * Advanced Application:​ The alchemist may choose a non-deadly end-point for the poison, for example necrotic skin or non-functional legs. It is essentially impossible to make this poison more deadly than it already is. 
- 
- 
-=== Tendon Withering === 
-  * Potion: The target must append STRIKEDOWN to the end of all strikes against them. 
-  * Paste: So long as the target did not dodge the strike (in which case the paste is not wasted) then you may call STRIKEDOWN (against the target) on hit every 15 seconds for the rest of the encounter. 
-  * Advanced Application:​ When delivered by potion the target is additionally WEAKENED. When delivered by paste you gain +1 damage against the target (this does not stack with other sources of +1). 
  
 ===== Addiction ===== ===== Addiction =====
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-==== Addiction Effect Tables ==== 
  
-| ^Level^Potion^Withdrawal Effects^Indulgence Effects^ +===== The Potions ===== 
-^Inflamation|Level 1||You are more impatient than normal - you want to get things done **now**|You feel important. You feel confident. You feel like you can succeed, so long as you try.| +==== Inflammation ==== 
-^:::|Level 2||You feel like your blood is constantly up, keen and eager. Unless you feel completely safe (which is unlikely while enemies are around), you take a SINGLE THROUGH if you stand still for more than 10 seconds)|Everyone seems slow and dim-witted while your mind races. You are full of amazing never-thought-of ideas. Gain a dodge.| +These potions principally deal with inflicting your will upon the world, and include potions which increase your strength or apply explosive damage to all around you. 
-^:::|Level 3|Grenade|You constantly feel near-painfully cold. You are also incredibly flammable. At GM discretion, anything that might plausibly ignite you does, for damage and effect calls as they see fit. You can ignite parts of your body, doing no harm to yourself, but harming others nearby. Gain 2 uses of REND on a weapon call, and one MASS ZERO STRIKEDOWN for the encounter. As long as you are in the presence of a burning fire, you feel safe and re-assured| +=== Addiction to Inflammation Potions === 
-^Passion|Level 1||You are more curious than normal, and want to learn things|All your emotions are greatly enhanced: you find pleasure in the smallest things but struggle to bear even the slightest heartbreak.| +  * Level 1 
-^:::|Level 2||Information belong to you. No ones should keep any secrets from you. Any time someone refuses to reveal information you request, you take the effects of an ENRAGE, and will initially target the witholder|You gain genuine excitement from social maneuvering,​ and have a strong desire to discover new information. You gain 1 use of JUST HEAR ME OUT and 1 use of LOOK BEHIND YOU.| +    * Withdrawal: ​You are more impatient than normal - you want to get things done now 
-^:::|Level 3|Soul Strength|You feel general hatred for other conscious beingsYou would prefer to be alone, or at least not surround by idiots (like you currently are). You are WEAKENED whenever ​you are attempting to aid someone else.|You feel love for your fellow conscious beings and are very happy to be able to spend time with them. You gain +1 damage when attempting to aid someone else.| +    ​Indulgence: ​You feel important. You feel confident. You feel like you can succeed, so long as you try. 
-^Suspension|Level 1||Your body feels slightly numb, and pain seems to affect ​you less|Your emotions feel distantand you are able to engage your intellect with needle like clarity unaffected by worldy concerns.| +  ​* ​Level 2 
-^:::|Level 2||Your body feels sluggish ​and cold, making rapid movements takes serious effort. You are down a DODGE|You feel a disengagement with the world. Like none of it concerns ​you. Gain 2 resists to effect calls delivered by melee weapon.| +    * Withdrawal: ​You feel like your blood is constantly up, keen and eager. Unless you feel completely safe (which is unlikely while enemies are around), you take a SINGLE THROUGH if you stand still for more than 10 seconds) 
-^Dissolution|Level 1||You feel extremely wide awake, ​and have difficulty sleeping|You are relaxedEverything feels pleasant. Any concerns you may have do not feel pressing for the time being.| +    * Indulgence: ​Everyone seems slow and dim-witted while your mind races. You are full of amazing never-thought-of ideas. Gain a dodge. 
-^:::|Level 2||You feel somewhat detached from your body, as if the world is interacting directly with your mind. Your death count is reduced to 45 seconds|You feel powerful ​while the world seems less substantial. You are filled with confidence in your own capabilities, ​and do not fear loss or failure. Gain +1 damage (this does not stack with any other source of +1 damage).| +  ​* ​Level 3 Grenado 
-^:::|Level 3|Mesmeretic Visage|The world is full of powerful, intelligent,​ attractive people. You cannot remember the last time you saw someone you considered weaker, stupider, or less attractive than yourself. You will treat attempts to talk you out of a fight as a JUST HEAR ME OUT regardless of if they used the skill. You will also value the thoughts and opinions of others more highly than you usually would.|You feel confident in yourself, certain that everone else is weaker, stupider, and uglier than yourself. Your own confidence in yourself is overwhelming and you may call YOU DARE NOT STRIKE ME at a single target.|+    * Withdrawal: ​You constantly feel near-painfully cold. You are also incredibly flammable. At GM discretion, anything that might plausibly ignite you does, for damage and effect calls as they see fit. 
 +    *  Indulgence: ​You can ignite parts of your body, doing no harm to yourself, but harming others nearby. Gain 2 uses of REND on a weapon call, and one MASS ZERO STRIKEDOWN for the encounter. As long as you are in the presence of a burning fire, you feel safe and re-assured 
 +  * Level 3 Soul Strength 
 +    * Withdrawal: You feel a general hatred for other conscious beings. You would prefer to be alone, or at least not surround by idiots (like you currently are). You are WEAKENED whenever you are attempting to aid someone else. 
 +    * Indulgence: You feel love for your fellow conscious beings and are very happy to be able to spend time with them. You gain +1 damage when attempting to aid someone else. 
 + 
 +=== Class D Inflammation Potions === 
 +  * **Resist Fatigue** - 30 seconds of STRENGTHEN 
 +  * **Burst of Might** - Gain one use of STRIKEDOWN during the encounter. 
 +  * **Sticky Sap** - Gain 1 use of DISARM during the encounter 
 +=== Class C Inflammation Potions === 
 +  * **Steel Rot** - Gain 1 use of SHATTER during the encounter. 
 +  * **Smoke Bomb** - Arcable MASS BLIND 5 
 +  * **Grenado** - Thrown for BLAST SINGLE 
 +=== Class B Inflammation Potions === 
 +  * **Rage** - You are weakened, but may call STRIKEDOWN by melee weapon once every 15 seconds. 
 +  * **Soul Strength** - Strengthened for 1 encounter 
 +  * **Hideous Mauling** - Gain one use of WOUND 30 during the encounter. 
 +  * **Eye of the Storm** - Gain 1 use of MASS REND during the encounter. 
 +=== Class A Inflammation Potions === 
 +  * **Column of Destruction** - Having drunk this potion, you may call a ranged QUAD every second. Your maximum body hits will decrease by 1 every second until they reach 0. At this point you will lose consciousness,​ but will not begin bleeding out unless you are struck. Having reached a maximum of 0 body hits you can at most be stabilised, but not revived until the end of the encounter. Assuming you are still alive at the end of the encounter your maximum body hits will return to normal, although your current hits will not recover without healing. 
 +==== Passion ​==== 
 +These potions principally deal with internalising your will, and include potions which allow you to shrug off damage and seek visions of the future. 
 +=== Addiction to Passion Potions === 
 +  * Level 1 
 +    * Withdrawal: ​You are more curious than normal, and want to learn things 
 +    * Indulgence: ​All your emotions are greatly enhanced: you find pleasure in the smallest things but struggle to bear even the slightest heartbreak. 
 +  ​* ​Level 2 
 +    * Withdrawal: ​Information belong to you. No ones should keep any secrets from you. Any time someone refuses to reveal information you request, you take the effects of an ENRAGE, and will initially target the witholder 
 +    * Indulgence: ​You gain genuine excitement from social maneuvering,​ and have a strong desire to discover new information. You gain 1 use of JUST HEAR ME OUT and 1 use of LOOK BEHIND YOU. 
 +  ​* ​Level 3 Nightsight 
 +    * Withdrawal: ​You eyesight has grown dim. You have also developed ​great fear of being abandonedIf there is not someone ​you know within 5 meters of you then you will suffer a panic attacktaking the cower part of the FEAR effect until someone ​you know comes to help you
 +    * Indulgence: Your confidence in your physical abilities is greatly increased, ​and you are happy to take risks you normally wouldn'​t. Gain 2 dodges
 +  ​* ​Level 3 Stoneskin 
 +    * Withdrawal: Your flesh seems unusually vulnerable ​and you fear injury from usually risk-free sourcesIn each encounter ​the first time you lose a body hit you will take a FEAR
 +    * Indulgence: You feel powerful and invulnerable. Gain 2xResists ​any effect calls
 +  ​* ​Level 3 Mesmeretic Visage 
 +    * Withdrawal: ​The world is full of powerful, intelligent,​ attractive people. You cannot remember the last time you saw someone you considered weaker, stupider, or less attractive than yourself. You will treat attempts to talk you out of a fight as a JUST HEAR ME OUT regardless of if they used the skill. You will also value the thoughts and opinions of others more highly than you usually would. 
 +    * Indulgence: ​You feel confident in yourself, certain that everone else is weaker, stupider, and uglier than yourself. Your own confidence in yourself is overwhelming and you may call YOU DARE NOT STRIKE ME at a single target.
  
 +=== Class D Passion Potions ===
 +  * **Stoneskin** - Gain a resist to one of REND/​WOUND/​STRIKEDOWN
 +  * **Nightsight** - Gain IMMUNITY to BLIND
 +  * **Mesmeritic Visage** - Gain 1 use of “Just hear me out” during the encounter.
 +=== Class C Passion Potions ===
 +  * **Iron Shoes** - You may call IMMUNE to strikedown for an encounter.
 +  * **Timeskip** - For 5 seconds after drinking the potion you may call dodge to any dodgable effect, however this uses your full attention and you may not use any other ability during this time.
 +  * **Dumb Drunk** - The drinker becomes more gullible and credulous, they are much more likely to believe what they are told. The effects only last for an hour or two.
 +  * **The Veil** - Drinker has powerful visions, that often feature portentous imagery.
 +=== Class B Passion Potions ===
 +  * **Resilience** - You become IMMUNE (for the rest of the encounter) to the next effect call which targets you.
 +  * **Blink** - Once during the encounter you may use the calls DISAPPEARING and APPEARING to reposition yourself within the encounter. You have up to 10 seconds to do this. During this time you do not experience anything within the encounter nor can you interact with anything in the encounter. You may not ask people to move in order to make way for you.
 +=== Class A Passion Potions ===
 +  * **Sight of Creation** - For the duration of the encounter you gain a supernatural vision. You are immune to blind and can recognise by sight any of the following statuses: Flux creature, Priest, God, Mana. You may also be able to see other things at GM discretion.
 +==== Suspension ====
 +These potions deal with resisting or undoing change. Most of these potions deal with the repair of bodies or objects.
 +=== Addiction to Suspension Potions ===
 +  * Level 1
 +    * Withdrawal: Your body feels slightly numb, and pain seems to affect you less
 +    * Indulgence: Your emotions feel distant, and you are able to engage your intellect with needle like clarity unaffected by worldy concerns.
 +  * Level 2
 +    * Withdrawal: Your body feels sluggish and cold, making rapid movements takes serious effort. You are down a DODGE
 +    * Indulgence: You feel a disengagement with the world. Like none of it concerns you. Gain 2 resists to effect calls delivered by melee weapon.
 +  * Level 3 Armour Oil
 +    * Withdrawal: You are swinging between bouts of paranoia, narcolepsy, alcoholic cravings, violent aggression, and chronic muscle pains. When not roleplaying one of these effects you are weakened.
 +    * Indulgence: While applying the armour oil (at least 5 seconds) you are drowsy and virtually comatose, paying no heed to outside experience. When you come round you feel an extraordinary rush of pleasure, more enjoyable than any other experience you have known. You are STRENGTHENED for the duration of the encounter.
 +=== Class D Suspension Potions ===
 +  * **Plug the Flow of Life** - HEAL 1
 +  * **Leeching Touch** - Until you are next struck you will regain body hits equal to the damage you dealt.
 +=== Class C Suspension Potions ===
 +  * **Restoration of the Flesh** - HEAL 4
 +  * **Armour Oil** - RENEW 6 on a suit of armour it has been applied to. This may also be used to repair a single standard item.
 +=== Class B Suspension Potions ===
 +  * **Restructuring of the Flesh** - HEAL FULL
 +  * **Armour Balm** - RENEW FULL on a suit of armour it has been applied to. This may also be used to repair a single standard or superior item.
 +=== Class A Suspension Potions ===
 +  * **Smelling Salts of Ultimate Power** - MASS HEAL FULL
 +  * **Life Flow** - For 1 encounter, regain 1 body hit for every full 5 seconds you are not hit in combat. The effect is paused while you are on 0 hits.
 +==== Dissolution ====
 +These potions deal with giving into the whims of fate. Most of these potions relate to death in some way, either protecting you from it or driving you into its arms.
 +=== Addiction to Dissolution Potions ===
 +  * Level 1
 +    * Withdrawal: You feel extremely wide awake, and have difficulty sleeping
 +    * Indulgence: You are relaxed. Everything feels pleasant. Any concerns you may have do not feel pressing for the time being.
 +  * Level 2
 +    * Withdrawal: You feel somewhat detached from your body, as if the world is interacting directly with your mind. Your death count is reduced to 45 seconds
 +    * Indulgence: You feel powerful while the world seems less substantial. You are filled with confidence in your own capabilities,​ and do not fear loss or failure. Gain +1 damage (this does not stack with any other source of +1 damage).
 +  * Level 3 Death Ward
 +    * Withdrawal: You suffer occasional bouts of extreme lethargy and more often suffer from tactile hallucinations of blood seeping from an open wound. Your death count is reduced to 45 seconds.
 +    * Indulgence: You feel euphoric. Tactile sensations are enhanced and feel pleasurable. If reduced to 0 hits you remain conscious and can, with some difficulty, consume a potion.
 +=== Class D Dissolution Potions ===
 +  * **Death Charm** - The next time (during the encounter) that you drop to 0 hits, you will immediately take a HEAL 0 leaving you unconscious but stable.
 +  * **Withering** - Call POISON on your next blow. If the call is not dodged or resisted then you may call a single ranged WEAKEN 20 seconds later. The drinker will become slowly weaker, with a moderate chance of death. A strong and healthy individual will probably recover eventually, although their chances are improved by the ministrations of an Alchemist or Surgeon. ​ Can be drunk for similar effect.
 +  * **Paranioa'​s Embrace** - The fumes released by this potion induce a sort of paranoia, making your blows seem much more deadly than they actually are. You may call POISON on every blow until it is neither dodged or resisted. The poison itself does very little other than induce slightly heightened agitation in the victim. ​ Can be drunk for similar effect.
 +=== Class C Dissolution Potions ===
 +  * **Death Ward** - For the rest of the encounter you will not bleed out when reduced to zero hits.
 +  * **Sleep of Death** - The drinker falls into a deep sleep indistinguishable from death. They will awaken in 4 hours and not prior.
 +=== Class B Dissolution Potions ===
 +  * **Revenant** - 10 seconds after beginning your death count you will be restored to full body hits. This happens the first time you are dropped to 0 HP in the encounter you drank the potion, regardless of if you received healing in the interim 10 seconds.
 +  * **Swamp Breath** - Call POISON on your next blow. If the call is not dodged or resisted then you may call a ranged STRIKEDOWN against the target every 15s. Can also be drunk. The victim loses sensation in their limbs, losing motor control shortly after. If not treated the drinker will start to have difficulty breathing, and will die shortly after. Diagnosis in the final stages is easy due to the signature swamp smell on the patient’s breath, but at this stage the condition is all but impossible to treat.
 +  * **Monstrous Aura** - Drinker gains 1 use of MASS FEAR during the encounter.
 +=== Class A Dissolution Potions ===
 +  * **Limb Drop** - Call POISON on your next blow. If it is not dodged or resisted, you may call a ranged WOUND 10 against the target every 10 seconds. This is a particularly fast acting poison. In the later stages parts of the target will start literally dropping off them in larger and larger pieces. This is usually fatal. ​ Drinking this potion achieves a similarly fatal effect.
alchemy.1458408603.txt.gz · Last modified: 2016/03/19 17:30 by dan